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The following are some variant rules we've experimented (successfully or not) in this campaign. Feel free to borrow the ideas for your own campaign.


This is a Rich Text Format file on six necromancer metamagic feats. I wanted to give the necromancer in our game something interesting to work with.

Feats


Cleric Level Loss:

The following rules replace the Planescape level loss rule.
The DM compares the Domains of the spellcasting cleric to the favored or opposed Domains of the plane. Thus, a cleric who doesn't worship a god, but worships the ideas of Strength and Law, will still be disadvantaged in any plane that favors Chaos and opposes Law.

The cleric must roll a spell check (like a roll for arcane failure) each time they cast a spell. If she fails, the spell is removed as if cast, but there is no effect. The formula is as follows:

d20 + caster level - spell level
versus
DC 10 - 5(for each favored Domain) +5(for each opposed Domain)

For example:
The fore-mentioned 3rd level cleric of Law and Strength is struggling in Gehenna.
She casts Endure Elements Fire, a first level spell.
She rolls a d20 +3 for caster level - 1 for spell level
versus
DC 10 +5 for Strength Domain in Gehenna (which opposes Strength).

She rolls an 11, modified to a 13 against a DC of 15. Her spell fizzles and she burns in Gehenna.

Note: The list of favored and opposed Domains is DM material and not applicable to this website.


Faction Prestige Classes:

I've abandoned the Faction Prestige Class system. I find it limiting in the character's power, and it doesn't work well to reflect belief. Instead, I've simply abandoned any systematic ruling, and allowed the players to choose Factions, granting bonuses, but not the restrictions.

All Faction abilities are now in Prestige classes. All characters are eligible to take first level in any Faction Prestige classes provided they meet (and keep) the requirements.

To advance a level, the character must show some devotion to the tenants of the Faction philosophy. It can either be through role-playing, specific quests, or some other agreement between the DM and the player. DM has final decision over whether or not the character can advance.

Please note that the Prestige Class tables are still in the planning stages. Data may change unexpectantly.

Benefits:
All members of a Faction, whether or not one has a level in a Prestige Class, can roll their Diplomacy skill to extract information, favors, or equipment from their Faction. This can only be done once per day, regardless of the success or failure of the skill check. This represents the resources and contacts it takes to find whatever item or info the character needs.

Favor DC
Basic Equipment, such as rope, lantern, and stuff. Basic Information. 10
Expensive non-magic equipment to borrow, anything less than 500gp. Hard to find info, that could be found with a little cash. 15
Expensive non-magic equipment to keep. Lesser known rumors, such as such as hush-hush minor Faction business. 20
Minor Magic items to borrow. Lesser known rumors about rival Factions, or important Faction business. 25
Minor Magic items to keep. Faction secrets. The dark of things. 30
Major magic items to borrow. The factol's personal notes. 35+

Sample Factions:

Athar (The Lost, The Defiers)

Believers of the Source (Godsmen)

Doomguard (Sinker) - Feat system

The Dustman (The Dead)

Mercykiller (Red Death) - Feat system

Sign of One (Signers)

Society of Sensation (Sensate)

Xaositect (Chaosman)


The above Faction Prestige Classes is in no way intended to infringe on the copyrights of the article by Christopher Campbell in Dragon Magazine #287.
These rules are for common use of the gaming community and as a public domain web resource.
enemies & allies